It's finally here, and there's a little ML in there...

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                                  NORTQUEST 2
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Scenario 2   - Fairly Easy                    (Only if you don't rush things)

Greetings:
   You may have played my previous attempts at creating an entire adventure
   world.  Well, let me be the first to say that it wasn't easy!  I believe
   I'm starting to push the limit of memory now, but then again, that's what
   I thought after NortQuest 1 scenario 3...

   The previous games were too slow, running about 12000+ clock cycles (about
   1.5 seconds) per move in the main game, which was where most of the time
   was spent in the game.  Now, thanks to ML, it's about 1600-2400 cycles per
   move.  It's actually enjoyable to move around now.

   You won't believe how much has been rewritten.  There's an entirely new
   combat engine featuring up to four simultaneous enemies, an all-new spell
   list, and much more.  Now in scenario 2 there's even a storyline macro 
   language used to reduce code requirements.

Look for:
   * CHARINFO :
     A separate character viewing system.  NortQuest will scan for this
     program automatically and will allow access to the program with the
     "I" key.  <This feature will only work with NortQuest II>
     It includes Backup and Restore commands, but make sure you have enough
     ram to use this!  It creates a big 7K+ file for this scenario!


Contents
   Installation .......................... 0.1

   Title Screen .......................... 1.1
   Creating Your Character ............... 1.2
   Race/Class Information ................ 1.3
   Character Stats ....................... 1.4
   Magic ................................. 1.5
   Cast Menu ............................. 1.51
   Spell Descriptions .................... 1.52
   Miscellaneous Items ................... 1.61
   Weapons ............................... 1.62
   Armor/Shield .......................... 1.63
   Levels and Experience ................. 1.7

   Main Movement Screen .................. 2.1
   Combat ................................ 2.11
   Monsters .............................. 2.2

   Hints ................................. 3.1
   Scenario Detail ....................... 3.2
   Miscellaneous Notes on NQ ............. 3.3

   Credits ............................... 4.1
   Shareware ............................. 4.2
   Future Updates ........................ 4.3

   Warning ............................... 5.1
   RF .................................... 5.2


0.1 Installation
----------------
   Now there's two different binary files for you to choose from:

     NORTQ2.2:    RF is only used in MDAT.  If you don't mind using up some
                  extra memory, install this version.  Since RF is not used,
                  NortQuest will run faster.

     NORTQ2.2RF:  This version is optimized with RF and is close to the size
                  of scenario 1.  Use this version if you need to cram as
                  much into your memory as possible and don't mind a slower
                  game.  My updated RFU program is used and is a little faster
                  than the normal RFU, but I think it's still a little too
                  slow.

   Whenever you want to start a new game, you need to re-install the game.
   If you have a lot of ram, you could alternatively store the MDAT variable
   somewhere else, since this is the only permanent variable modified.

   !!!IMPORTANT!!!

   In order to make it easier on you, I've included a one-time UNPACK
   routine which should be the first routine in the directory.  Press this
   once and wait until it is finished - it will delete itself.  That's it!
   (This means you have to send several K less each time)

   Both versions use the UNPACK routine.  NortQ2.2 will not only remove the
   UNPACK program, but will also automatically remove RFU when it's done.


1.1 Title Screen
----------------
   Run the title screen from the system using the TITLE command.
   All game commands are accessed from this title screen.  (In other words,
   DON'T run other programs in the directory!  Some will erase your memory!)

   [S]  : Read the story for beginning the game.  (Why you are here.)
   [N]  : Start a new game.  This creates a new character.
   [C]  : Continues an adventure in progress.  Don't run this after you've
          died or before starting a new game for the first time.  It probably
          won't erase your memory, but it won't look nice, either.


1.2 Creating Your Character
---------------------------
   All six "Stats"  [See Character Stats: 1.4] will be randomly assigned a
   number from 4 to 19.

   You will be given the option to choose a race and class.
   Press 1-4 to select each, based on the onscreen display.

   After you're finished, you are given the chance to reroll if you made a
   mistake or don't like the scores you are given.  When you first create
   your character, Hit Points are given a fixed value in order to give you
   a fighting chance.
   

1.3 Race/Class Information
--------------------------
   Races:
   Human    Normal/No Adjustments   
   Dwarf    +1 Constitution    -1 Charisma
   Elf      +1 Dexterity       -1 Constitution
   Halfling +1 Dexterity       -1 Strength


   Class:        Combat      Magic                 Picking Locks/Evading Traps
  ----------------------------------------------------------------------------
   Fighter       Excellent   None                  Poor

   Thief         Good        None                  Excellent

   Wizard        Poor        Mostly combat-based   Good
                             Good defensive spells

   Cleric        Fair        Excellent Healing     Fair
                             Mostly elemental-based
                             spells

   Fighter:        Important Stats:  Str, Dex, Con
        The fighter, initially armed with a long sword, can become extremely
        powerful in hand-to-hand combat.  As you progress in level, your
        ability to hit the enemy will quickly increase, allowing you to
        strike frequently and neutralize your enemy.  Your stamina is also
        great, allowing you to withstand ever-increasing pain and hardship
        before expiring.  Unfortunately, you lack training in most other
        fields, unable to cast spells and unskilled with traps and locks.
        Pursuing victory is a powerful striving force for this character.

   Thief:          Important Stats:  Str, DEX, Con
        You begin your career fresh into life, armed with a short sword
        and keen skill.  Your dexterity is your main source of livelihood,
        allowing you access to valuables squirreled away behind locked doors
        and painful traps.  That's not to say life is as easy as opening up
        doors, because you must often deal with the guards hiding in wait
        for you to come.  Fortunately, you're a fair warrior and can work
        you way out of these situations, either by defeating your opponent
        fairly, or evading them and running away.  Sadly, with all your
        supposed skill, even the simplest magic is beyond you.

   Wizard:         Important Stats:  Str, INT, Dex, Con 
        Ah, a student of the arcane arts!  The road before you is bleak, but
        a shining light brightens the end of your tunnel, for you can wield
        powerful magics such as Mystic Destruction.  Your combat spells are
        terribly efficient, putting most clerical spells to shame.  One word
        of advice to the aspiring mage: only the best and brightest will live
        long enough to become powerful.  Due to your extensive research and
        study, mages often have a keen interest in items and mechanical
        design.  This gives them fairly good insight into locks and traps,
        although usually not to the degree of the experienced thief.  After 
        all, not all magic is simply done by incantation.  Mages usually hoard 
        magical items and artifacts - anything to increase their potential 
        power.  Alas, though, their one true weakness is just that, they are
        usually too weak to fight effectively.  While they fight well compared
        to an untrained fighter or a lowly thief, they quickly fall behind
        others in combat skill and must rely more and more on their magic.
        Woe to the wizard who exhausts his magical energies!

   Cleric:         Important Stats:  Str, INT, WIS, Dex, Con
        The cleric's duty is to ease suffering of the wounded and injured,
        which you miraculously perform without need of herbs or medicines.
        A cleric's magical energy is your lifeline, quite literally!  With
        your healing skills and the wisdom to communicate effectively with 
        your gods, you can venture deep into dark dungeons and far away from 
        the towns and cities and still survive.  Use your defensive spells
        effectively, warding off the blows from your opponents.  When it
        comes to dealing out those blows, your magical attacks are often
        less effective than the mage, requiring more and more energy.  But
        you are trained to be a good warrior, practicing in battle skills
        with your trusty maces and flails, which may one day aid you to 
        vanquish the evils which present themselves.  Unfortunately, thanks 
        to your upstanding life, you have had little reason to study the arts 
        of thievery, relying on them only when it is absolutely necessary.  
        Perhaps your biggest downfall is that you lack the skills acquired by 
        many of the evils you hope to defeat.
        **Note: Many gaming worlds consider the priest's holy nature and forbid
                him from using sharp or excessively powerful weapons.  You can
                use them in this game, but you don't have to.  Perhaps in a
                later game (and a larger one), I will try to express this type
                of ruling, but for now you can do what you feel is "right".
        

1.4 Character Stats
-------------------
   Stats are displayed in the top-right corner of the main movement screen
   using 3-character abbreviations.

   STRength        Modifies Combat Damage
   INTelligence    Modifies Spell Point Advancement
   WISdom          Modifies Healing Power
   DEXterity       Modifies Armor Class                Modifies Chance to Run
   CONstitution    Modifies Hit Point Advancement
   CHaRisma        -No Current Effect-


1.5 Magic
---------
   NortQuest uses a simple spell point advancement system.  Each spell cast
   drains some spell points from your initial amount.  These points can be
   regained through restful sleep.

   Spells can be cast from the main movement screen or during your combat
   round.  The HP will prepare a display at the bottom of the screen from
   where you can move through the list of spells you have by pressing the
   Up and Down arrows.  Combat spells won't be shown during movement and
   vice versa, in order to make it easier on you.

   Against a single creature, a Wizard's Sleep and Daze spells or the
   Cleric's Entangle spell can be the most powerful spell available.
   There's always a good chance it doesn't work, in which nothing happens,
   but you will win the combat if you can Neutralize OR kill every enemy.
   Thus, you can win instantly against a single enemy by putting it to sleep.

   Combat spells which simply cause damage are grouped into four different
   categories:
       Magic, Fire, Ice, and Force

   The defensive Shield and Wall spells reduce the damage taken from one of
   these four categories.  Thus, it's wise to know what enemies lie ahead if
   you are going to use your defensive spells efficiently.  If you know what
   enemies you are facing and the type of spells they cast, you can prepare
   your defenses beforehand.  Just remember they're only effective for a
   limited time.  Fortunately, since this is an easy scenario, the enemies
   are fairly predictable and few of them cast spells.


1.51 Cast Menu
--------------
   This menu allows you to select and view the spells you have.  If you
   don't want to cast a spell, press the backspace [<-] key to exit when
   you're finished.   Note: this uses up one combat round, even if you're
   not a spell-caster!

   By pressing [ENTER], the HP will check the number of spell points (SP)
   you have left.  If you don't have enough, nothing will happen and you
   can continue looking through the menu for one you can cast.  Otherwise,
   the spell you selected will take effect and the menu will disappear.


1.52 Spell Descriptions
-----------------------
   [Note: These are only SOME of the spells available.]
                  SP   Cleric   Wizard                Description
   Magic Bolt     2      X        X          1-3 dmg
   Magic Blast    5               X          1-9 dmg
   Magic Waste    7      X                   1-8 dmg
   FireTouch      3      X        X          1-4 dmg
   FireBall       4               X          1-7 dmg
   FlameStrike    10     X                   1-20 dmg
   Chill          2      X        X          1-2 dmg
   IceBall        3               X          1-5 dmg
   SoulFreeze     6      X                   1-9 dmg
   HailStorm      8               X          1-15 dmg
   Unseen Fist    2      X                   1-4 dmg
   Force Hammer   6               X          1-8 dmg
   Bless          1      X                   +1 To hit/Dmg for 10 moves
   Battle Shield  6               X          +2 AC for 20 moves
   Strength       10     X        X          +4 To hit/Dmg for 30 moves
   Blur           12              X          +2 AC for 50 moves
   Daze           2      X        X          Enemy neutralized for 2 rounds
   Sleep          4      X        X          Enemy neutralized for 3 rounds
   Entangle       8      X                   Enemy neutralized for 5 rounds
   Magic Shield   5      X        X          Cuts magical damage by 30% for 30 moves
   Magic Wall     12              X          Cuts magical damage by 60% for 40 moves
   Fire Shield    6      X        X          Cuts fire damage by 30% for 30 moves
   Ice Shield     6      X        X          Cuts cold damage by 30% for 30 moves
   Force Shield   5      X        X          Cuts force damage by 30% for 30 moves
   Cure Minor     2      X                   Heals 1-4 HP    (Add wisdom bonus)
   Cure Major     6      X                   Heals 1-10 HP
   Heal Minor     9      X                   Heals 1-18 HP
   Heal Major     12     X                   Heals 1-30 HP
   

1.61 Miscellaneous Items
------------------------
       Name                                        Description
   Healing Potion                            Heals 1-20 HP Per Potion
   Scroll                                    Add one spell to your repetoire
   Coins                                     1-8 GP
   Gem                                       1-20 GP   
   Chest                                     1-80 GP
   Food (Healing Herbs)                      Heals 4 HP - Used immediately

   Other items which advance the storyline or are used to complete quests
   can be found throughout the game.  The CHARINFO program will allow you
   to list the story items you have.


1.62 Weapons
------------
   Dagger          1-4 DMG
   Short Sword     1-6 DMG
   Long Sword      1-8 DMG
   Axe             1-7 DMG
   Club            1-4 DMG
   Morning Star    1-7 DMG
   Trident         1-7 DMG
   Scimitar        1-6 DMG
   Staff           1-6 DMG
   Sickle          1-6 DMG


1.63 Armor/Shield
-----------------
   Cloth Armor     1 AC
   Leather         2 AC
   Chain Mail      4 AC
   Padded          1 AC 
   Plate Mail      8 AC
   Robe            1 AC
   Small Shield    +1 AC
   Buckler         +1 AC
   Medium Shield   +1 AC
   Large Shield    +2 AC


1.7 Levels and Experience
-------------------------
   As you defeat more and more monsters, you will gain Experience Points.
   In time, these will add up and you will gain a level.  It's quite easy to
   gain your first level, but each successive level will require greater
   amounts.

   When you do gain a level, your Hit Points and Spell Points (Even if you're 
   not a spell-caster, you still have them) increase.  In addition, Wizards
   and Priests learn another spell with each level.

   As your level increases, classes with high combat skills will find it
   slowly becoming easier to hit your enemy.  Even Wizards get better, but
   only 20% as fast as the fighter (+1 to hit every five levels).


2.1 Main Movement Screen
------------------------
   This screen is displayed throughout most of the game.  The upper-left
   display shows a 5x5 grid of the area surrounding you.  In the upper-right
   are your stats and current/maximum HP/SP.  The lower-left display shows
   your current Weapon, Shield, Armor, and Ring.

   Occasionally, while moving around, you may encounter random enemies, find 
   items, have traps attack you, and more.  One of the keys to this game is
   in careful exploration.

   Commands
   --------
   [UP]          The arrow keys move you in the corresponding direction.
   [DOWN]
   [LEFT]
   [RIGHT] 
   
   [O]           Turn off the calculator without saving.  Press [ON] to
                 resume where you left off.

   [<-]          The Backspace key saves the game at your location and exits.
                 Run Title and press [C] to continue.  Thanks to some new
                 coding, even if you press ON by accident while moving around,
                 you can resume right where you left off.

   [C]           Cast a non-combat spell.  [See Magic: 1.5]

   [U]           Use a healing potion and view your current GP count.
                 Press [A] to use the healing potion from this sub-screen.

   [I]           Loads the Character Information System if in the directory.


2.11 Combat
-----------
   When combat is initiated, whether by a random encounter or an ambush,
   a screen will come up in the top left showing your available commands.
   Below will be a large box which overwrites the display of the items you
   are using.  In order to simulate ambushes, the screen will not be redrawn
   and thus you can't see your Stats, HPs, or MPs at first.  You're always
   prepared, right?

   Imagine this box divided into four vertical sections, labeled A,B,C, and D.
   Up to four monsters can attack at once, and they are displayed left to
   right in these sections.  When attacking, you press the letter of the
   monster you want to select.

   In each imaginary "round", both you and all the monsters will get one
   action, in random order.  Note: If you kill or neutralize a monster before 
   its attack in the current round, it will still attack you once before the
   round is over.  Afterwards, it will be removed from the display, but you
   CAN still attack it.  This allows you to strike a sleeping monster before
   it awakens and such.  Of course, hitting a dead body isn't going to do
   much good.

   When a monster attacks, a small arrow will be displayed below it.  This
   way, you can see which monsters have already attacked this round.  If
   there's only one monster left and you're low on hit points, use this
   advantage to determine whether to strike a final blow or cast a healing 
   spell.

   One thing to note, though.  When you put a monster to sleep, it's up to 
   you to remember which one is asleep, and if you hit it, you must decide
   when to stop hitting it if another creature is attacking you.  (In other
   words, if combat takes too long, sleeping monsters may wake up if you
   don't kill them first.)

   When it is your turn to attack, you have the following options:

   [A]    : Attack   (with your weapon)
            You must select the monster you wish to attack.

   [C]    : Cast a spell
            In the case of a combat spell, you must select the monster to
            affect.

   [U]    : Use a healing potion
            Just like from the main movement screen, press A to use the
            potion or backspace to exit.  If you exit, you waste a round,
            so keep track of how many you have!

   [R]    : Run away.
            You have a base 50% chance to run away, modified by your dexterity.
            If you are successful, combat will stop at the end of the current
            round.  You won't know if you made it until the end of the round.
            (Supposedly when you look back to see if they're following you.)


2.2 Monsters
------------
   The monsters are all new, with recognizable pictures as well!

   Now you'll come across such strange creatures as MiniSlimes, Oozes,
   Warriors, and Kobolds.  It's up to you to find the best way of
   beating them, since some will now cast spells against you.  Not only that,
   but up to four will attack you at once.


3.1 Hints
---------
   * You may not have known about the existence of secret doors.  There are
     a few secret doors you can find, but if you don't find them it won't
     prevent you from winning the game.  There's even one secret door which
     seems illogical.

   * Talk to the people.  In previous NortQuest games, people didn't exist to
     help you.  They all attacked you.  This time, you cannot see the
     monsters, making it a little more challenging.  Most of the time you are
     hit by random encounters, but in vital areas, you may be ambushed or
     attacked by man-made or natural traps.  (acid spashes, poison, etc.)
     Now there's even more people and story events than before, part of the
     reason the game is larger.  Of couse, not all people are here to help
     you...

   * Keep track of your hit-points.  Unlike before, it's harder because you
     can't just draw hit points and spell points out of thin air by waiting
     around a little while.  Now, you have to sleep at an Inn or carry around
     healing potions with you.  Of course, you'll last even longer if you're
     a priest, but eventually the spell points will run out as well.

   * When you begin the game, go west into the town.  You're fairly safe in
     the town and out in the countryside, but those stupid slimes get into
     everything.  In the town, check out the people who have gathered in the
     Inn, the weapon and armor shops, and the temple.  Beware, though, for  
     there's foul work afoot in this town...

   * Wizards are VERY hard to play when you're starting out.  Your spell points
     are too low for lengthy excursions, and you are armed with a dagger.  As
     you progress, you can find the more powerful weapons, but your chance to
     hit won't get much better.  Fortunately, with a high Intelligence, you
     will start gaining more and more spell points.  You also gain one spell
     for every level you gain, so you will eventually gain more effective
     spells.  Keep in mind that even powerful spells can fizzle and produce
     little damage.  If you think he's too weak now, wait until his spells
     are changed to affect entire groups of monsters instead!


3.2 Scenario Detail
-------------------
    The wilderness and town are the largest places to visit.  There's a little
    more to see and do than in the last scenario, but I still don't think it's
    adequate yet.  I'm hoping I can find some way to decrease memory further.
    I'm considering a major revision of the screen information display.  You
    may have noticed that you can't see your gold amount while in the shop,
    for instance.


3.3 Miscellaneous Notes on NortQuest
------------------------------------
    Try as I might, I ended up with a somewhat larger game than before.
    There shouldn't be any problems running this on a 32K machine, but you
    know how testy the HP can get with its memory.  Some of you may still
    have complained about how slow NortQuest 2-1 was.  Well, the main problem
    in using RF is that it really slows down the game.  I was hoping to
    increase the speed of the RFU routine, but I'm afraid that I never did
    come up with a solution to the problem.  I just made it 38.5 bytes
    smaller.  If only someone would make a really, really fast decompression
    program for RF.  And a faster compression program would be nice as well.

    Some of you might be amazed at how expansive a 26K game can be.  Well,
    this did not come without a great deal of time and effort  (which is why
    I'm asking at least $5 to register the game - a pittance, perhaps, when
    compared to other HP games (but I didn't say you only had to send $5 :)
    but you have to consider that for $60 you can get Ultima VII which isn't
    portable, but blows away anything I have.  Still, this game (if you don't
    mind the lack of music and B/W graphics) is actually comparable to similar
    games for the dedicated gaming systems.  Sadly enough, the combat engine
    is BETTER than a few that I used to play.

    Well, this game may seem like a lot, but by my standards, it's still too
    short and there's a few deficiencies.  That should give you an idea of  
    what I plan on creating for NortQuest III.  Right now, I'm toying with
    the idea of a larger game which would NOT run on a 32K machine.  I haven't
    started it yet, of course, but by my calculations I can project about a
    50K game.  It will actually be much larger than the size would indicate,
    because my map data seems to compress at an incredibly good percentage.
    I expect more than a 50% reduction in size at worst.


4.1 Credits
-----------
    Credit goes to                              The 48'files BBS
       Code Myster of 48'files BBS                -  In Utah -
          for Alpha and Beta-testing             (801) 756-0905

    Credit goes to
       Jason Emery [aka Nortaneous] of Maryland
          for writing the game


4.2 ShareWare
-------------
    What does the label "Shareware" mean?

    Well, to me, it indicates that the program should not be altered without
    consent by me, especially if you change around the system calls so it
    erases peoples' memory.  It also indicates that the manual should be
    kept with the program, preferably in a ZIPped file.

    It also means that you can copy this program as many times as you want
    and play it as much as you want.

    Finally, though, it means that if you really enjoy playing this, that I
    would appreciate $5 or more for the effort involved in writing this.

    Where should I send letters or monetary amounts to?
        Jason Emery
        753 Ticonderoga Ave
        Severna Park, Md 21146
        (USA)
       Probably a Long Distance Number:   1-410-544-0763

    Your non-tax-deductible amount of $5 or more will go towards the cost of:
       1 used 29-cent Stamp   (or multiple stamps if you're not in the US)
       1 Envelope
       1 IBM formatted Disk   (specify 3.5" or 5.25" - I don't own a Mac)
       1 Multi-Page Letter
           (Containing, of all things, instructions and a thank yu note for
            the disk)

    You also might ask:   What's on the disk?

    Well, you'll receive the following programs:
       NortQuest I   Scenario 2   - You can have Scenario 1 if you want, but
       NortQuest I   Scenario 3     I've had reports of BIG problems with it

       NortQuest II  Scenario 1   - A later release, if there will be one
       NortQuest II  Scenario 2   - Wow, now there's stores and doors!
       NortQuest II  Scenario 3   - Now that my new code is done, this should
                                    be coming soon!

       CHARINFO - THE expansion program for NortQuest.  A must-have for
                  users with more than 32K of ram.  Allows backup games
                  and integrated character information displays.  Very
                  useful and SHOULD work with ALL NortQuest II scenarios.
                  Just press 'I' at the main movement screen.

       Wheel of Fortune - From Goodies Disk #7
       Hunt the Wumpus  - From Goodies Disk #7   (Oh boy - it's really old)

       MusicDir - Collection of 20+ minutes of music for the HP
       MusicDi2 - Another Collection of 20+ minutes of music for the HP

       COMP - The latest release of my answer to making RPL programs better
           for people who don't want to learn System-RPL or ML.  Also contains
           a program to insert objects into your code.
           COMP averages about a 10-20% space reduction.  You can also reverse
           the process if you want.  I use it because my mind is set on normal
           RPL.  I've been using RPL for years...


4.3 Future Updates
------------------
    Updates from 2-1:
    * Faster Execution
        The routine to redraw the screen, stats, and items is much faster.
        In addition, the spell casting routine is also faster and works 
        correctly, or at least better than before.
    * Locked Doors
    * A couple mini-quests
    * Stores
    * Macro Language for the Storyline
        This means little to you except that it requires less memory.

    Possible Updates for Upcoming Releases:
    * Faster Execution
        As I learn more and more about ML, the game should become faster.
    * Ambushes
    * Group Spell Effects   (Spells that affect the entire group of monsters
        instead of just one.)
    * More Magical Spells
        This combat system is brand new, and more enhancements may yet come.
    * Musical Scores
        Don't get your hopes up, this would require about 2K of memory if
        implemented.  It doesn't sound like much, but I'm dedicated to
        providing for execution without a ram card.  (In other words, less
        than 32K for the directory.)  The musical scores would play during
        key parts of the storyline, the introduction, and after you die.
        I don't see an easy way of implementing this during combat or
        movement.
    * Possible change of the sleep/daze spell effects
        Making it harder to take effect against more powerful enemies.
        Probably won't matter much until larger games are made.
    * Better Graphics
        More can be done, but don't have your heart set on it.  My larger
        GROBs are about as good as I can get, but there's room for improvement
        on the 8x8 shapes.  (Code Myster now knows what I mean.)


5.1 !WARNING!
-------------
   This product makes use of:
      Machine Language routines
      System-RPL entry points
      RF compression

   This product has been extensively tested on a REV-E calculator and will
      undergo a cursory examination on a REV-J calculator if possible.

   Also, since I don't have an HP48GX, I don't expect to be releasing a GX
      version in the future.  Aside from a few ML sequences, I suspect it
      would be ridiculously simple to convert thanks to my excessive reliance
      on COMP.  But, of course, I don't have a GX, so there's not going to
      be a GX version.

   If you experience unusual problems with this program, please notify me
   either at the 48'files BBS  [See 4.1: Credits] or at the address in section
   4.2: Shareware.

   And remember, don't run any program except TITLE, UNPACK, or CHARDAT.  
   I know for a fact that 'A' WILL ERASE YOUR MEMORY if you don't immediately 
   hit ON-C after running it.  At least it erases my memory.

   (Un-)Usual legalese notice:
      I AM NOT LIABLE FOR DAMAGES CAUSED BY EXECUTION OR USE OF THIS PROGRAM
      IN ANY WAY, BE IT HARDWARE OR SOFTWARE-BASED ERRORS OR MALFUNCTIONS.
      I AM NOT LIABLE FOR LOSS OF PRODUCTIVITY CAUSED BY EXCESSIVE USE OF
      THIS GAME.
      I AM NOT LIABLE FOR INSANITY CAUSED BY EXCESSIVE USE OF THIS GAME.
      I AM LIABLE FOR ENJOYMENT CAUSED BY USE OF THIS GAME.
   Thank you.


5.2 RF
------
   In this little addendum, I just want to thank all those people who worked
   on RF to make it what it is today, especially Lutz Vieweg.  In addition,
   I also want to thank him for his QED program.  The three-minute removal
   didn't work, but it's so nice that I don't really mind.

   In addition, I'd like to make you aware that the RFU program I'm using
   has been modified, mainly to decrease memory usage by 39.5 bytes.  Now
   if only I could make it faster...  If you don't like the slower speed
   caused by RFU, now you can simply install NORTQ2.2 instead of NORTQ2.2RF!
   It means more memory is gobbled up, but in return the game runs faster.
